176
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TS3/TSM: The Pudding / The World Of Pudding / Re: Exit Stage Left, Please.
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on: 2010 March 08, 19:04:55
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My true freezes (complete nonresponsiveness) only happen every couple of real days, and then usually in the beginning minutes of play. When this happens to me, if it is a brief repeating lag where sims freeze and unfreeze several times in "quick"(1-2 seconds) succession, I usually look for a controllable sim that is stuck in a loop because of Supreme Commander. If I can kill that action, things get better right away.
If an uncontrolled sim gets stuck in a loop, things can get really bad, with lags of several seconds. However, pausing the game will return responsiveness and it can be possible, but time consuming, to find the sim that is in trouble. If the sim can be found, resetsim will fix them. I would think that "maxmotives" would fix sims driven by low motives, but I have not found a case where that worked.
Even if "maxmotives" were to work, it would just happen later. You need to remove what is triggering the route fail, or clear a good path while restricting them from straying. I had a lot of this in my first creation, Dragon Cay. I have only had one sim oddly have this type of route failures in Asherton, and I believe it was something unique to her as no other sims had routing issues where she did. Killing her off two generations ago has eliminated those types of slowdowns. To find the problem sim, enter "radar all" and pinpoint all sims that are not in their homes or in a workplace. Find sim, change household to their household. Teleport them out of the problem area. Then deal with whatever is causing the routing issue if you can find it. Enter "radar all off" to clear your map.
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179
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TS3/TSM: The Pudding / The World Of Pudding / Re: Age cheat?
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on: 2010 March 06, 22:38:13
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OR YOU COULD JUST RECREATE THE SIM AT A YOUNGER AGE, MOVE IT INTO UR HOME, EDIT THE FAMILY TREE, AND DELETE THE OLDER SIM
READ THE FUCKING FAQ. Do not post in all caps. Do not whine that I'm being mean to you. Do not pass GO. Do not collect $200.
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181
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 March 06, 06:14:20
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Zazuzu, this might fix your road tears. Go to View and select the top option, which is to turn on bounding boxes. You'll see that every object on the map has its own small bounding box, but there are also a grid of bounding boxes over the entire map (how many depends on the size of map you used). Now check to see if you have lots that are over-lapping any of the box borders. If there are, delete them.
I can't guarantee this will fix the problems, but I do know lots overlapping the bounding boxes create some nasty, nasty tears in both roads and water.
Thanks for the advice, and I'll keep it in mind for my remake of a TS2 neighborhood of mine. As far as Asherton goes, I no longer care. I've burnt out on it. That's why I said that I'm done and threw the CAW files to the wind.
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182
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TS3/TSM: The Pudding / The World Of Pudding / Re: launcher bug
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on: 2010 March 05, 06:37:47
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I'm wondering why you are even bothering with the launcher at all. Are you not using Awesomemod? With Awesomemod, you don't need to go through the launcher. You can start with the last EP/SP's .exe. Otherwise, gamecopyworld.com seems to have a fixed .exe for all latest patches.
As for installing Store items, all mine are "acquired" and I use the .dbc archives set up by other uploaders. If for some reason the .dbc archives won't work for you (if you like to pick and choose), download the .package versions. All are available.
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184
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 March 02, 16:40:27
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Ok, I'm officially pulling this offering. However, if those who are motivated want to play with the CAW files and see if you can eliminate the bugs, feel free to do so. You can keep it for your use or post fixed files here and you will get half credit. Here are the CAW files. I've been playing the 'hood since I pulled the files and carpool issues are tempermental. Townie sims (those not actively played or chosen in other households than the one you are focusing on) seem to get to and from work just fine. It is the active household that has issues. I know that the diner, mausoleum, and sometimes the stadium work well, as does the spa and military base once moved one square away from the road. The stadium has intermittant issues. Police, Bistro, and Politics carpools are borked. This can be fixed by manually directing the sim to use a cab or by having them have a bike or Kenspa as primary vehicle. I can't speak for the other career lines as I haven't tested them as extensively. I still love the 'hood as it is, but do not feel right about subjecting the masses to bugs I personally don't mind working around. Pics from my own gameplay.
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186
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 March 02, 03:02:00
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I made her come home, when she got there I decided to edit her in CAS to fix her clothes and stuff, I noticed her picture was a little off, her arms were sticking out.. So when I got her into CAS she was a teenager!? I was baffled, but fixed her anyways, exited CAS and she was showing as a teenager on the age meter, with 14 days until being a YA, which was odd seeing as the day before she had 7 days until childhood.. Then I looked up at her, and she was a midget, so to speak! She had teenager clothes/shoes/hair, but she was the size of a child, and walking around like a toddler!! When she walked her body stretched out all funny to accommodate her grown up clothing I assume, lol.
Oddities like this have been reported in unmodified games as well. The cause is not known.
Have you had any insight in the three months since this was posted as to the cause or a possible fix for the midget bug? I've now had two in Asherton. The first one, I'm not sure what her true age was supposed to be. This second one (Kristy Carter) is supposed to be a child. Her true age is shown in the image. I was just checking days to adult on her older sister, Camilla Carter, because one of my chosen is waiting on her to age up so that he can move out of his mom's house with her. Typical TS3 midget: teen head and clothing, child stature.
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187
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Awesomeware / AwesomeMod! / Re: Two familes - two players!?
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on: 2010 February 27, 09:09:09
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Your attitude was uncalled for and your advice was not correct or applicable to the question. He is not SOL. Pescado has provided actual advice regarding how he can use Awesomemod to do almost exactly what he wants; I have given an alternative solution to the aging problem only.
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188
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Awesomeware / AwesomeMod! / Re: Two familes - two players!?
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on: 2010 February 27, 04:08:50
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A better option for aging, if you are only playing two households in a neighborhood filled with sims you are treating as traditional townies, might be to toggle aging on and off. Age only in one household, or age a certain number of days in each. That way your townies won't be Jeffty'd. Yknow that whole magic thing they just invented recently? I forget what its called...savior? savior games? i cant keep up with this newfangled technology, sorry if thats the wrong term
you can use different savior games and they are different and different from each other for different people
God, you are such a douche. OP is ESL. You are annoying.
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190
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 February 24, 06:18:53
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As far as I know, things like that happen in the standard 'hoods. It's not something I would know how to fix in this one and would not be a focus.
I've spent 8 hours so far shoving shit around because every time I fix one thing, something else goes wonky...often on the complete opposite side of the 'hood. Then it will look perfect in CAW/Edit in Game, but be screwed up when I actually export it. Now 6 West Gardner is screwed up again, plus the hospital, plus the whole rear of Capital Hill (Zone B, South Park Ave). So damn frustrating!
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191
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 February 24, 00:28:51
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creating 'hoods with CAW is very buggy
Yes, I hate building lots in CAW. I got around it by uploading a work-in-progress world and using the actual Sims game to create the lots, then I packaged them and laid them down in CAW. I did the same thing. Still, after placing a zone, I'd start getting those lovely graphical errors caused by minor terrain ridging. Zone A, which is where Gardner Ave is and my bane, the housing development surrounding Small Park B, were the absolute worst for them. And it should have been all flat before, or so damn close as to not make a difference. I have lots built on a sloped road with no problem ever. Pool and 6 Gardner are fixed now, but I also realized that the evil housing development is fucked again. I don't even know. I want to give up, but I'm too stubborn to.
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192
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 February 23, 23:27:51
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Ok, office park carpool issue is rather strange. It seems that changing the lot types to "Graveyard" fixes it. I'm testing a couple of different rabbitholes in the three lots to make sure that all will work. For now, I'm pulling the download files until I can guarantee those are fixed, and check for issues with Small Park B (never have witnessed an issue before there, but creating 'hoods with CAW is very buggy and I don't discount it) as well as with 6 W Gardner and the public pool. Those issues normally can be fixed by redrawing the lot. The grass by the road can be fixed by using the ‘Grading Road Tool' or flattening the land under the edge and redoing the lot next to it. This happened in the early stages of my world too.
Grading road is a double-edged sword...I've found that more often than not it ends in screwing up things worse or further down. Flattening/smoothing land around it almost always ends in just moving the error. Redrawing the lot has almost always worked for me.
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193
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The complete version
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on: 2010 February 23, 20:54:47
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This is a recent issue. I didn't run into it in the pre-built version, and did not find it in my playtesting. However, here it is. I've noticed the same thing with the Bistro. I haven't touched those lots since pre-built.
I'll look it over and see if I can't find out what the issue is. My only thought is that perhaps re-placing the rabbitholes will unbork them. We'll see.
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198
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TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The unpopulated version
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on: 2010 February 17, 05:05:24
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For the unpopulated version? No. Just edit the diner lot and move the diner a couple of squares towards the road. All noted issues in this thread have been fixed on the WIP built up version, which is in personal testing as of tonight. I have an interview this week, but am looking to release the goods either this weekend or mid-week next week at the latest. The later time would be due to me getting the job, since I get to go shopping for the first time in ten months. Damn, I need to get my linen fix.
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199
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TS2: Burnination / The Podium / Re: Apartment Unit being undervalued
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on: 2010 February 15, 17:15:34
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Yes, this is an issue that was discovered shortly after the community got hands on AL. A modular stairs/stage combination only works in one configuration in the neighborhood. In all other configurations, the upper floor is considered community space. You won't be able to move objects around upstairs and without appropriate hacks, you will have neighbors jonesing for your things up there.
One fix is, as Tarlia said, to replace with a straight flight of stairs or a spiral. Another is to build a test lot and experiment with directions on your stair/stage combinations until you find the one that works, then rebuild this apartment. For me, I had to have the stairs parallel to each other and along a particular axis.
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